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/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Common.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Opcodes.h"
#include "Log.h"
#include "Corpse.h"
#include "Player.h"
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#include "SpellAuras.h"
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#include "MapManager.h"
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#include "Transport.h"
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#include "Battleground.h"
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#include "WaypointMovementGenerator.h"
#include "InstanceSaveMgr.h"
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#include "ObjectMgr.h"
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#include "MovementStructures.h"
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void WorldSession :: HandleMoveWorldportAckOpcode ( WorldPacket & /*recv_data*/ )
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{
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sLog -> outDebug ( LOG_FILTER_NETWORKIO , "WORLD: got CMSG_WORLD_PORT_RESPONSE." );
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HandleMoveWorldportAckOpcode ();
}
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void WorldSession :: HandleMoveWorldportAckOpcode ()
{
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// ignore unexpected far teleports
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if ( ! GetPlayer () -> IsBeingTeleportedFar ())
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return ;
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GetPlayer () -> SetSemaphoreTeleportFar ( false );
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// get the teleport destination
WorldLocation & loc = GetPlayer () -> GetTeleportDest ();
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// possible errors in the coordinate validity check
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if ( ! MapManager :: IsValidMapCoord ( loc ))
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{
LogoutPlayer ( false );
return ;
}
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// get the destination map entry, not the current one, this will fix homebind and reset greeting
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MapEntry const * mEntry = sMapStore . LookupEntry ( loc . GetMapId ());
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InstanceTemplate const * mInstance = sObjectMgr -> GetInstanceTemplate ( loc . GetMapId ());
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// reset instance validity, except if going to an instance inside an instance
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if ( GetPlayer () -> m_InstanceValid == false && ! mInstance )
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GetPlayer () -> m_InstanceValid = true ;
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Map * oldMap = GetPlayer () -> GetMap ();
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ASSERT ( oldMap );
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if ( GetPlayer () -> IsInWorld ())
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{
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sLog -> outCrash ( "Player (Name %s) is still in world when teleported from map %u to new map %u" , GetPlayer () -> GetName (), oldMap -> GetId (), loc . GetMapId ());
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oldMap -> RemovePlayerFromMap ( GetPlayer (), false );
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}
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// relocate the player to the teleport destination
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Map * newMap = sMapMgr -> CreateMap ( loc . GetMapId (), GetPlayer ());
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// the CanEnter checks are done in TeleporTo but conditions may change
// while the player is in transit, for example the map may get full
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if ( ! newMap || ! newMap -> CanEnter ( GetPlayer ()))
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{
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sLog -> outError ( "Map %d could not be created for player %d, porting player to homebind" , loc . GetMapId (), GetPlayer () -> GetGUIDLow ());
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GetPlayer () -> TeleportTo ( GetPlayer () -> m_homebindMapId , GetPlayer () -> m_homebindX , GetPlayer () -> m_homebindY , GetPlayer () -> m_homebindZ , GetPlayer () -> GetOrientation ());
return ;
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}
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else
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GetPlayer () -> Relocate ( & loc );
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GetPlayer () -> ResetMap ();
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GetPlayer () -> SetMap ( newMap );
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GetPlayer () -> SendInitialPacketsBeforeAddToMap ();
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if ( ! GetPlayer () -> GetMap () -> AddPlayerToMap ( GetPlayer ()))
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{
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sLog -> outError ( "WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!" , GetPlayer () -> GetName (), GetPlayer () -> GetGUIDLow (), loc . GetMapId ());
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GetPlayer () -> ResetMap ();
GetPlayer () -> SetMap ( oldMap );
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GetPlayer () -> TeleportTo ( GetPlayer () -> m_homebindMapId , GetPlayer () -> m_homebindX , GetPlayer () -> m_homebindY , GetPlayer () -> m_homebindZ , GetPlayer () -> GetOrientation ());
return ;
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}
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// battleground state prepare (in case join to BG), at relogin/tele player not invited
// only add to bg group and object, if the player was invited (else he entered through command)
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if ( _player -> InBattleground ())
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{
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// cleanup setting if outdated
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if ( ! mEntry -> IsBattlegroundOrArena ())
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{
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// We're not in BG
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_player -> SetBattlegroundId ( 0 , BATTLEGROUND_TYPE_NONE );
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// reset destination bg team
_player -> SetBGTeam ( 0 );
}
// join to bg case
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else if ( Battleground * bg = _player -> GetBattleground ())
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{
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if ( _player -> IsInvitedForBattlegroundInstance ( _player -> GetBattlegroundId ()))
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bg -> AddPlayer ( _player );
}
}
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GetPlayer () -> SendInitialPacketsAfterAddToMap ();
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// flight fast teleport case
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if ( GetPlayer () -> GetMotionMaster () -> GetCurrentMovementGeneratorType () == FLIGHT_MOTION_TYPE )
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{
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if ( ! _player -> InBattleground ())
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{
// short preparations to continue flight
FlightPathMovementGenerator * flight = ( FlightPathMovementGenerator * )( GetPlayer () -> GetMotionMaster () -> top ());
flight -> Initialize ( * GetPlayer ());
return ;
}
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// battleground state prepare, stop flight
GetPlayer () -> GetMotionMaster () -> MovementExpired ();
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GetPlayer () -> CleanupAfterTaxiFlight ();
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}
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// resurrect character at enter into instance where his corpse exist after add to map
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Corpse * corpse = GetPlayer () -> GetCorpse ();
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if ( corpse && corpse -> GetType () != CORPSE_BONES && corpse -> GetMapId () == GetPlayer () -> GetMapId ())
{
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if ( mEntry -> IsDungeon ())
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{
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GetPlayer () -> ResurrectPlayer ( 0.5f , false );
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GetPlayer () -> SpawnCorpseBones ();
}
}
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bool allowMount = ! mEntry -> IsDungeon () || mEntry -> IsBattlegroundOrArena ();
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if ( mInstance )
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{
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Difficulty diff = GetPlayer () -> GetDifficulty ( mEntry -> IsRaid ());
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if ( MapDifficulty const * mapDiff = GetMapDifficultyData ( mEntry -> MapID , diff ))
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{
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if ( mapDiff -> resetTime )
{
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if ( time_t timeReset = sInstanceSaveMgr -> GetResetTimeFor ( mEntry -> MapID , diff ))
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{
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uint32 timeleft = uint32 ( timeReset - time ( NULL ));
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GetPlayer () -> SendInstanceResetWarning ( mEntry -> MapID , diff , timeleft );
}
}
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}
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allowMount = mInstance -> AllowMount ;
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}
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// mount allow check
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if ( ! allowMount )
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_player -> RemoveAurasByType ( SPELL_AURA_MOUNTED );
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// update zone immediately, otherwise leave channel will cause crash in mtmap
uint32 newzone , newarea ;
GetPlayer () -> GetZoneAndAreaId ( newzone , newarea );
GetPlayer () -> UpdateZone ( newzone , newarea );
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// honorless target
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if ( GetPlayer () -> pvpInfo . inHostileArea )
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GetPlayer () -> CastSpell ( GetPlayer (), 2479 , true );
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// in friendly area
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else if ( GetPlayer () -> IsPvP () && ! GetPlayer () -> HasFlag ( PLAYER_FLAGS , PLAYER_FLAGS_IN_PVP ))
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GetPlayer () -> UpdatePvP ( false , false );
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// resummon pet
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GetPlayer () -> ResummonPetTemporaryUnSummonedIfAny ();
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//lets process all delayed operations on successful teleport
GetPlayer () -> ProcessDelayedOperations ();
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}
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void WorldSession :: HandleMoveTeleportAck ( WorldPacket & recv_data )
{
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sLog -> outDebug ( LOG_FILTER_NETWORKIO , "CMSG_MOVE_TELEPORT_ACK" );
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BitStream mask = recv_data . ReadBitStream ( 8 );
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uint32 flags , time ;
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recv_data >> flags >> time ;
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ByteBuffer bytes ( 8 , true );
recv_data . ReadXorByte ( mask [ 6 ], bytes [ 1 ]);
recv_data . ReadXorByte ( mask [ 0 ], bytes [ 3 ]);
recv_data . ReadXorByte ( mask [ 1 ], bytes [ 2 ]);
recv_data . ReadXorByte ( mask [ 7 ], bytes [ 0 ]);
recv_data . ReadXorByte ( mask [ 5 ], bytes [ 6 ]);
recv_data . ReadXorByte ( mask [ 3 ], bytes [ 4 ]);
recv_data . ReadXorByte ( mask [ 2 ], bytes [ 7 ]);
recv_data . ReadXorByte ( mask [ 4 ], bytes [ 5 ]);
uint64 guid = BitConverter :: ToUInt64 ( bytes );
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sLog -> outStaticDebug ( "Guid " UI64FMTD , guid );
sLog -> outStaticDebug ( "Flags %u, time %u" , flags , time / IN_MILLISECONDS );
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Unit * mover = _player -> m_mover ;
Player * plMover = mover -> GetTypeId () == TYPEID_PLAYER ? ( Player * ) mover : NULL ;
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if ( ! plMover || ! plMover -> IsBeingTeleportedNear ())
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return ;
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if ( guid != plMover -> GetGUID ())
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return ;
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plMover -> SetSemaphoreTeleportNear ( false );
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uint32 old_zone = plMover -> GetZoneId ();
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WorldLocation const & dest = plMover -> GetTeleportDest ();
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plMover -> UpdatePosition ( dest , true );
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uint32 newzone , newarea ;
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plMover -> GetZoneAndAreaId ( newzone , newarea );
plMover -> UpdateZone ( newzone , newarea );
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// new zone
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if ( old_zone != newzone )
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{
// honorless target
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if ( plMover -> pvpInfo . inHostileArea )
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plMover -> CastSpell ( plMover , 2479 , true );
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// in friendly area
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else if ( plMover -> IsPvP () && ! plMover -> HasFlag ( PLAYER_FLAGS , PLAYER_FLAGS_IN_PVP ))
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plMover -> UpdatePvP ( false , false );
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}
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// resummon pet
GetPlayer () -> ResummonPetTemporaryUnSummonedIfAny ();
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//lets process all delayed operations on successful teleport
GetPlayer () -> ProcessDelayedOperations ();
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}
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void WorldSession :: HandleMovementOpcodes ( WorldPacket & recv_data )
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{
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uint16 opcode = recv_data . GetOpcode ();
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Unit * mover = _player -> m_mover ;
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ASSERT ( mover != NULL ); // there must always be a mover
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Player * plMover = mover -> GetTypeId () == TYPEID_PLAYER ? ( Player * ) mover : NULL ;
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// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
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if ( plMover && plMover -> IsBeingTeleported ())
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{
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return ;
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}
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/* extract packet */
MovementInfo movementInfo ;
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ReadMovementInfo ( recv_data , & movementInfo );
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// prevent tampered movement data
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if ( movementInfo . guid != mover -> GetGUID ())
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{
sLog -> outError ( "HandleMovementOpcodes: guid error" );
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return ;
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}
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if ( ! movementInfo . pos . IsPositionValid ())
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{
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sLog -> outError ( "HandleMovementOpcodes: Invalid Position" );
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return ;
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}
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/* handle special cases */
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if ( movementInfo . flags & MOVEMENTFLAG_ONTRANSPORT )
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{
// transports size limited
// (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
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if ( movementInfo . t_pos . GetPositionX () > 50 || movementInfo . t_pos . GetPositionY () > 50 || movementInfo . t_pos . GetPositionZ () > 50 )
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{
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recv_data . rfinish (); // prevent warnings spam
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return ;
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}
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if ( ! Trinity :: IsValidMapCoord ( movementInfo . pos . GetPositionX () + movementInfo . t_pos . GetPositionX (), movementInfo . pos . GetPositionY () + movementInfo . t_pos . GetPositionY (),
movementInfo . pos . GetPositionZ () + movementInfo . t_pos . GetPositionZ (), movementInfo . pos . GetOrientation () + movementInfo . t_pos . GetOrientation ()))
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{
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recv_data . rfinish (); // prevent warnings spam
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return ;
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}
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// if we boarded a transport, add us to it
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if ( plMover && ! plMover -> GetTransport ())
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{
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// elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just dismount if the guid can be found in the transport list
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for ( MapManager :: TransportSet :: const_iterator iter = sMapMgr -> m_Transports . begin (); iter != sMapMgr -> m_Transports . end (); ++ iter )
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{
if (( * iter ) -> GetGUID () == movementInfo . t_guid )
{
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plMover -> m_transport = ( * iter );
( * iter ) -> AddPassenger ( plMover );
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break ;
}
}
}
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if ( ! mover -> GetTransport () && ! mover -> GetVehicle ())
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{
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GameObject * go = mover -> GetMap () -> GetGameObject ( movementInfo . t_guid );
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if ( ! go || go -> GetGoType () != GAMEOBJECT_TYPE_TRANSPORT )
movementInfo . flags &= ~ MOVEMENTFLAG_ONTRANSPORT ;
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}
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}
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else if ( plMover && plMover -> GetTransport ()) // if we were on a transport, leave
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{
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plMover -> m_transport -> RemovePassenger ( plMover );
plMover -> m_transport = NULL ;
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movementInfo . t_pos . Relocate ( 0.0f , 0.0f , 0.0f , 0.0f );
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movementInfo . t_time = 0 ;
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movementInfo . t_seat = - 1 ;
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}
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// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
if ( opcode == MSG_MOVE_FALL_LAND && plMover && ! plMover -> isInFlight ())
plMover -> HandleFall ( movementInfo );
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if ( plMover && (( movementInfo . flags & MOVEMENTFLAG_SWIMMING ) != 0 ) != plMover -> IsInWater ())
{
// now client not include swimming flag in case jumping under water
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plMover -> SetInWater ( ! plMover -> IsInWater () || plMover -> GetBaseMap () -> IsUnderWater ( movementInfo . pos . GetPositionX (), movementInfo . pos . GetPositionY (), movementInfo . pos . GetPositionZ ()));
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}
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/*----------------------*/
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/* process position-change */
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WorldPacket data ( SMSG_PLAYER_MOVE , recv_data . size ());
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movementInfo . time = getMSTime ();
movementInfo . guid = mover -> GetGUID ();
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WriteMovementInfo ( data , & movementInfo );
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mover -> SendMessageToSet ( & data , _player );
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mover -> m_movementInfo = movementInfo ;
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// this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
if ( mover -> GetVehicle ())
{
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mover -> SetOrientation ( movementInfo . pos . GetOrientation ());
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return ;
}
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mover -> UpdatePosition ( movementInfo . pos );
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if ( plMover ) // nothing is charmed, or player charmed
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{
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plMover -> UpdateFallInformationIfNeed ( movementInfo , opcode );
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if ( movementInfo . pos . GetPositionZ () < - 500.0f )
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{
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if ( ! ( plMover -> InBattleground ()
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&& plMover -> GetBattleground ()
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&& plMover -> GetBattleground () -> HandlePlayerUnderMap ( _player )))
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{
// NOTE: this is actually called many times while falling
// even after the player has been teleported away
// TODO: discard movement packets after the player is rooted
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if ( plMover -> isAlive ())
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{
plMover -> EnvironmentalDamage ( DAMAGE_FALL_TO_VOID , GetPlayer () -> GetMaxHealth ());
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// player can be alive if GM/etc
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// change the death state to CORPSE to prevent the death timer from
// starting in the next player update
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if ( ! plMover -> isAlive ())
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plMover -> KillPlayer ();
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}
}
}
}
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}
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void WorldSession :: HandleForceSpeedChangeAck ( WorldPacket & recv_data )
{
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uint32 opcode = recv_data . GetOpcode ();
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sLog -> outDebug ( LOG_FILTER_NETWORKIO , "WORLD: Recvd %s (%u, 0x%X) opcode" , LookupOpcodeName ( Opcodes ( opcode )), opcode , opcode );
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/* extract packet */
uint64 guid ;
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uint32 unk1 ;
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float newspeed ;
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recv_data . readPackGUID ( guid );
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// now can skip not our packet
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if ( _player -> GetGUID () != guid )
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{
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recv_data . rfinish (); // prevent warnings spam
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return ;
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}
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// continue parse packet
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recv_data >> unk1 ; // counter or moveEvent
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MovementInfo movementInfo ;
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movementInfo . guid = guid ;
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ReadMovementInfo ( recv_data , & movementInfo );
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recv_data >> newspeed ;
/*----------------*/
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// client ACK send one packet for mounted/run case and need skip all except last from its
// in other cases anti-cheat check can be fail in false case
UnitMoveType move_type ;
UnitMoveType force_move_type ;
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static char const * move_type_name [ MAX_MOVE_TYPE ] = { "Walk" , "Run" , "RunBack" , "Swim" , "SwimBack" , "TurnRate" , "Flight" , "FlightBack" , "PitchRate" };
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switch ( opcode )
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{
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case CMSG_MOVE_FORCE_WALK_SPEED_CHANGE_ACK : move_type = MOVE_WALK ; force_move_type = MOVE_WALK ; break ;
case CMSG_MOVE_FORCE_RUN_SPEED_CHANGE_ACK : move_type = MOVE_RUN ; force_move_type = MOVE_RUN ; break ;
case CMSG_MOVE_FORCE_RUN_BACK_SPEED_CHANGE_ACK : move_type = MOVE_RUN_BACK ; force_move_type = MOVE_RUN_BACK ; break ;
case CMSG_MOVE_FORCE_SWIM_SPEED_CHANGE_ACK : move_type = MOVE_SWIM ; force_move_type = MOVE_SWIM ; break ;
case CMSG_MOVE_FORCE_SWIM_BACK_SPEED_CHANGE_ACK : move_type = MOVE_SWIM_BACK ; force_move_type = MOVE_SWIM_BACK ; break ;
case CMSG_MOVE_FORCE_TURN_RATE_CHANGE_ACK : move_type = MOVE_TURN_RATE ; force_move_type = MOVE_TURN_RATE ; break ;
case CMSG_MOVE_FORCE_FLIGHT_SPEED_CHANGE_ACK : move_type = MOVE_FLIGHT ; force_move_type = MOVE_FLIGHT ; break ;
case CMSG_MOVE_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK : move_type = MOVE_FLIGHT_BACK ; force_move_type = MOVE_FLIGHT_BACK ; break ;
case CMSG_MOVE_FORCE_PITCH_RATE_CHANGE_ACK : move_type = MOVE_PITCH_RATE ; force_move_type = MOVE_PITCH_RATE ; break ;
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default :
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sLog -> outError ( "WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u" , opcode );
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return ;
}
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// skip all forced speed changes except last and unexpected
// in run/mounted case used one ACK and it must be skipped.m_forced_speed_changes[MOVE_RUN} store both.
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if ( _player -> m_forced_speed_changes [ force_move_type ] > 0 )
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{
-- _player -> m_forced_speed_changes [ force_move_type ];
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if ( _player -> m_forced_speed_changes [ force_move_type ] > 0 )
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return ;
}
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if ( ! _player -> GetTransport () && fabs ( _player -> GetSpeed ( move_type ) - newspeed ) > 0.01f )
{
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if ( _player -> GetSpeed ( move_type ) > newspeed ) // must be greater - just correct
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{
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sLog -> outError ( "%sSpeedChange player %s is NOT correct (must be %f instead %f), force set to correct value" ,
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move_type_name [ move_type ], _player -> GetName (), _player -> GetSpeed ( move_type ), newspeed );
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_player -> SetSpeed ( move_type , _player -> GetSpeedRate ( move_type ), true );
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}
else // must be lesser - cheating
{
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sLog -> outBasic ( "Player %s from account id %u kicked for incorrect speed (must be %f instead %f)" ,
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_player -> GetName (), _player -> GetSession () -> GetAccountId (), _player -> GetSpeed ( move_type ), newspeed );
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_player -> GetSession () -> KickPlayer ();
}
}
}
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void WorldSession :: HandleSetActiveMoverOpcode ( WorldPacket & recv_data )
{
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sLog -> outDebug ( LOG_FILTER_NETWORKIO , "WORLD: Recvd CMSG_SET_ACTIVE_MOVER" );
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uint64 guid ;
recv_data >> guid ;
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if ( GetPlayer () -> IsInWorld ())
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{
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if ( _player -> m_mover -> GetGUID () != guid )
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sLog -> outError ( "HandleSetActiveMoverOpcode: incorrect mover guid: mover is " UI64FMTD " (%s - Entry: %u) and should be " UI64FMTD , guid , GetLogNameForGuid ( guid ), GUID_ENPART ( guid ), _player -> m_mover -> GetGUID ());
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}
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}
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void WorldSession :: HandleMoveNotActiveMover ( WorldPacket & recv_data )
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{
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sLog -> outDebug ( LOG_FILTER_NETWORKIO , "WORLD: Recvd CMSG_MOVE_NOT_ACTIVE_MOVER" );
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uint64 old_mover_guid ;
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recv_data . readPackGUID ( old_mover_guid );
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MovementInfo mi ;
mi . guid = old_mover_guid ;
ReadMovementInfo ( recv_data , & mi );
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_player -> m_movementInfo = mi ;
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}
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void WorldSession :: HandleMountSpecialAnimOpcode ( WorldPacket & /*recv_data*/ )
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{
WorldPacket data ( SMSG_MOUNTSPECIAL_ANIM , 8 );
data << uint64 ( GetPlayer () -> GetGUID ());
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GetPlayer () -> SendMessageToSet ( & data , false );
}
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void WorldSession :: HandleMoveKnockBackAck ( WorldPacket & recv_data )
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{
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sLog -> outDebug ( LOG_FILTER_NETWORKIO , "CMSG_MOVE_KNOCK_BACK_ACK" );
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uint64 guid ;
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recv_data . readPackGUID ( guid );
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if ( _player -> m_mover -> GetGUID () != guid )
return ;
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recv_data . read_skip < uint32 > (); // unk
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MovementInfo movementInfo ;
ReadMovementInfo ( recv_data , & movementInfo );
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_player -> m_movementInfo = movementInfo ;
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WorldPacket data ( SMSG_MOVE_UPDATE_KNOCK_BACK , 66 );
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data . appendPackGUID ( guid );
_player -> BuildMovementPacket ( & data );
// knockback specific info
data << movementInfo . j_sinAngle ;
data << movementInfo . j_cosAngle ;
data << movementInfo . j_xyspeed ;
data << movementInfo . j_zspeed ;
_player -> SendMessageToSet ( & data , false );
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}
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void WorldSession :: HandleMoveHoverAck ( WorldPacket & recv_data )
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{
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sLog -> outDebug ( LOG_FILTER_NETWORKIO , "CMSG_MOVE_HOVER_ACK" );
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uint64 guid ; // guid - unused
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recv_data . readPackGUID ( guid );
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recv_data . read_skip < uint32 > (); // unk
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MovementInfo movementInfo ;
ReadMovementInfo ( recv_data , & movementInfo );
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recv_data . read_skip < uint32 > (); // unk2
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}
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void WorldSession :: HandleMoveWaterWalkAck ( WorldPacket & recv_data )
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{
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sLog -> outDebug ( LOG_FILTER_NETWORKIO , "CMSG_MOVE_WATER_WALK_ACK" );
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uint64 guid ; // guid - unused
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recv_data . readPackGUID ( guid );
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recv_data . read_skip < uint32 > (); // unk
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MovementInfo movementInfo ;
ReadMovementInfo ( recv_data , & movementInfo );
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recv_data . read_skip < uint32 > (); // unk2
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}
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void WorldSession :: HandleSummonResponseOpcode ( WorldPacket & recv_data )
{
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if ( ! _player -> isAlive () || _player -> isInCombat ())
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return ;
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uint64 summonerGuid ;
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bool agree ;
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recv_data >> summonerGuid ;
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recv_data >> agree ;
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_player -> SummonIfPossible ( agree );
}
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void WorldSession :: ReadMovementInfo ( WorldPacket & data , MovementInfo * mi )
{
bool HaveTransportData = false ,
HaveTransportTime2 = false ,
HaveTransportTime3 = false ,
HavePitch = false ,
HaveFallData = false ,
HaveFallDirection = false ,
HaveSplineElevation = false ,
HaveSpline = false ;
MovementStatusElements * sequence = GetMovementStatusElementsSequence ( data . GetOpcode ());
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if ( sequence == NULL )
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return ;
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BytesGuid guid ;
BytesGuid tguid ;
guid . guid = 0 ;
tguid . guid = 0 ;
for ( uint32 i = 0 ; i < MSE_COUNT ; i ++ )
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{
MovementStatusElements element = sequence [ i ];
if ( element >= MSEGuidByte0 && element <= MSEGuidByte7 )
{
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data . ReadByteMask ( guid . bytes [ element - MSEGuidByte0 ]);
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continue ;
}
if ( element >= MSETransportGuidByte0 &&
element <= MSETransportGuidByte7 )
{
if ( HaveTransportData )
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data . ReadByteMask ( tguid . bytes [ element - MSETransportGuidByte0 ]);
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continue ;
}
if ( element >= MSEGuidByte0_2 && element <= MSEGuidByte7_2 )
{
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data . ReadByteSeq ( guid . bytes [ element - MSEGuidByte0_2 ]);
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continue ;
}
if ( element >= MSETransportGuidByte0_2 &&
element <= MSETransportGuidByte7_2 )
{
if ( HaveTransportData )
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data . ReadByteSeq ( tguid . bytes [ element - MSETransportGuidByte0_2 ]);
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continue ;
}
switch ( element )
{
case MSEFlags :
mi -> flags = data . ReadBits ( 30 );
break ;
case MSEFlags2 :
mi -> flags2 = data . ReadBits ( 12 );
break ;
case MSETimestamp :
data >> mi -> time ;
break ;
case MSEHavePitch :
HavePitch = data . ReadBit ();
break ;
case MSEHaveFallData :
HaveFallData = data . ReadBit ();
break ;
case MSEHaveFallDirection :
if ( HaveFallData )
HaveFallDirection = data . ReadBit ();
break ;
case MSEHaveTransportData :
HaveTransportData = data . ReadBit ();
break ;
case MSETransportHaveTime2 :
if ( HaveTransportData )
HaveTransportTime2 = data . ReadBit ();
break ;
case MSETransportHaveTime3 :
if ( HaveTransportData )
HaveTransportTime3 = data . ReadBit ();
break ;
case MSEHaveSpline :
HaveSpline = data . ReadBit ();
break ;
case MSEHaveSplineElev :
HaveSplineElevation = data . ReadBit ();
break ;
case MSEPositionX :
data >> mi -> pos . PositionXYZStream ();
break ;
case MSEPositionY :
case MSEPositionZ :
break ; // assume they always go as vector of 3
case MSEPositionO :
data >> mi -> pos . m_orientation ;
break ;
case MSEPitch :
if ( HavePitch )
data >> mi -> pitch ;
break ;
case MSEFallTime :
if ( HaveFallData )
data >> mi -> fallTime ;
break ;
case MSESplineElev :
if ( HaveSplineElevation )
data >> mi -> splineElevation ;
break ;
case MSEFallHorizontalSpeed :
if ( HaveFallDirection )
data >> mi -> j_xyspeed ;
break ;
case MSEFallVerticalSpeed :
if ( HaveFallData )
data >> mi -> j_zspeed ;
break ;
case MSEFallCosAngle :
if ( HaveFallDirection )
data >> mi -> j_cosAngle ;
break ;
case MSEFallSinAngle :
if ( HaveFallDirection )
data >> mi -> j_sinAngle ;
break ;
case MSETransportSeat :
if ( HaveTransportData )
data >> mi -> t_seat ;
break ;
case MSETransportPositionO :
if ( HaveTransportData )
data >> mi -> t_pos . m_orientation ;
break ;
case MSETransportPositionX :
if ( HaveTransportData )
data >> mi -> t_pos . PositionXYZStream ();
break ;
case MSETransportPositionY :
case MSETransportPositionZ :
break ; // assume they always go as vector of 3
case MSETransportTime :
if ( HaveTransportData )
data >> mi -> t_time ;
break ;
case MSETransportTime2 :
if ( HaveTransportTime2 )
data >> mi -> t_time2 ;
break ;
case MSETransportTime3 :
if ( HaveTransportTime3 )
data >> mi -> t_time3 ;
break ;
default :
WPError ( false , "Incorrect sequence element detected at ReadMovementInfo" );
}
}
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mi -> guid = guid . guid ;
mi -> t_guid = tguid . guid ;
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if ( HaveTransportData && mi -> pos . m_positionX != mi -> t_pos . m_positionX )
if ( GetPlayer () -> GetTransport ())
GetPlayer () -> GetTransport () -> UpdatePosition ( mi );
}
void WorldSession :: WriteMovementInfo ( WorldPacket & data , MovementInfo * mi )
{
bool HaveTransportData = mi -> HasMovementFlag ( MOVEMENTFLAG_ONTRANSPORT ),
HaveTransportTime2 = ( mi -> flags2 & MOVEMENTFLAG2_INTERPOLATED_MOVEMENT ) != 0 ,
HaveTransportTime3 = false ,
HavePitch = ( mi -> HasMovementFlag ( MovementFlags ( MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING )))
|| ( mi -> flags2 & MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING ),
HaveFallData = mi -> HasExtraMovementFlag ( MOVEMENTFLAG2_INTERPOLATED_TURNING ),
HaveFallDirection = mi -> HasMovementFlag ( MOVEMENTFLAG_JUMPING ),
HaveSplineElevation = mi -> HasMovementFlag ( MOVEMENTFLAG_SPLINE_ELEVATION ),
HaveSpline = false ;
MovementStatusElements * sequence = GetMovementStatusElementsSequence ( data . GetOpcode ());
if ( ! sequence )
return ;
uint8 * guid = ( uint8 * ) & mi -> guid ;
uint8 * tguid = ( uint8 * ) & mi -> t_guid ;
for ( uint32 i = 0 ; i < MSE_COUNT ; i ++ )
{
MovementStatusElements element = sequence [ i ];
if ( element >= MSEGuidByte0 && element <= MSEGuidByte7 )
{
data . WriteByteMask ( guid [ element - MSEGuidByte0 ]);
continue ;
}
if ( element >= MSETransportGuidByte0 &&
element <= MSETransportGuidByte7 )
{
if ( HaveTransportData )
data . WriteByteMask ( tguid [ element - MSETransportGuidByte0 ]);
continue ;
}
if ( element >= MSEGuidByte0_2 && element <= MSEGuidByte7_2 )
{
data . WriteByteSeq ( guid [ element - MSEGuidByte0_2 ]);
continue ;
}
if ( element >= MSETransportGuidByte0_2 &&
element <= MSETransportGuidByte7_2 )
{
if ( HaveTransportData )
data . WriteByteSeq ( tguid [ element - MSETransportGuidByte0_2 ]);
continue ;
}
switch ( element )
{
case MSEFlags :
data . WriteBits ( mi -> flags , 30 );
break ;
case MSEFlags2 :
data . WriteBits ( mi -> flags2 , 12 );
break ;
case MSETimestamp :
data << mi -> time ;
break ;
case MSEHavePitch :
data . WriteBit ( HavePitch );
break ;
case MSEHaveFallData :
data . WriteBit ( HaveFallData );
break ;
case MSEHaveFallDirection :
if ( HaveFallData )
data . WriteBit ( HaveFallDirection );
break ;
case MSEHaveTransportData :
data . WriteBit ( HaveTransportData );
break ;
case MSETransportHaveTime2 :
if ( HaveTransportData )
data . WriteBit ( HaveTransportTime2 );
break ;
case MSETransportHaveTime3 :
if ( HaveTransportData )
data . WriteBit ( HaveTransportTime3 );
break ;
case MSEHaveSpline :
data . WriteBit ( HaveSpline );
break ;
case MSEHaveSplineElev :
data . WriteBit ( HaveSplineElevation );
break ;
case MSEPositionX :
data << mi -> pos . PositionXYZStream ();
break ;
case MSEPositionY :
case MSEPositionZ :
break ; // assume they always go as vector of 3
case MSEPositionO :
data << mi -> pos . m_orientation ;
break ;
case MSEPitch :
if ( HavePitch )
data << mi -> pitch ;
break ;
case MSEFallTime :
if ( HaveFallData )
data << mi -> fallTime ;
break ;
case MSESplineElev :
if ( HaveSplineElevation )
data << mi -> splineElevation ;
break ;
case MSEFallHorizontalSpeed :
if ( HaveFallDirection )
data << mi -> j_xyspeed ;
break ;
case MSEFallVerticalSpeed :
if ( HaveFallData )
data << mi -> j_zspeed ;
break ;
case MSEFallCosAngle :
if ( HaveFallDirection )
data << mi -> j_cosAngle ;
break ;
case MSEFallSinAngle :
if ( HaveFallDirection )
data << mi -> j_sinAngle ;
break ;
case MSETransportSeat :
if ( HaveTransportData )
data << mi -> t_seat ;
break ;
case MSETransportPositionO :
if ( HaveTransportData )
data << mi -> t_pos . m_orientation ;
break ;
case MSETransportPositionX :
if ( HaveTransportData )
data << mi -> t_pos . PositionXYZStream ();
break ;
case MSETransportPositionY :
case MSETransportPositionZ :
break ; // assume they always go as vector of 3
case MSETransportTime :
if ( HaveTransportData )
data << mi -> t_time ;
break ;
case MSETransportTime2 :
if ( HaveTransportTime2 )
data << mi -> t_time2 ;
break ;
case MSETransportTime3 :
if ( HaveTransportTime3 )
data << mi -> t_time3 ;
break ;
default :
WPError ( false , "Incorrect sequence element detected at ReadMovementInfo" );
}
}
2011-12-27 10:05:49 +01:00
}